We look at key positions and main directions. Another attempt by VG to make "historical". Let's figure out what came out of it.
Hello tankers! With you Wotpack and a review of the new map "Count Zeppelin" in World of Tanks. It owes its name to the air battle of airships, which at one time (1928) became the largest and most advanced in the world. New locations are coming to the game, but there are still only two slots to block them. Three more maps are currently in development in parallel:
- tropical island Island
- deserted "Canyon"
- port "nameless"
New winter location size 1000x1000 traditionally, it mirrors the ones already in the game: visually, the map resembles Lassville (the same 2 main directions and water in the middle), the Industrial Zone with its hangars, the railway bridge over the river from Live Oaks, and of course Redshire with its airship.
Zone 1
Here in the center is a wrecked airship, a ruined building and small hills. First of all, it will converge here LT и некоторые ST with a strong turret and UVN, and behind them they will be covered by tank destroyers, who are ready to punish anyone who gets even a little out of hiding.
In general, the situation is very similar to the course of events of the Calm map, with the only difference being that there is no need to go anywhere in a hurry.
Zone 2
In this place, closed hangars of Zeppelins (rigid system airships) are located. Classic butting spot strands и assault tank destroyers with 1-1 skirmishes: on someone’s side there will be gold, the WBF is favorable to someone and it will be possible to aim the turret, and someone will simply load the land mines.
It is worth noting a large number of embankments that allow you to hide the hull and tank with a turret, and accordingly shoot damage. So the hangars are conducive to positional skirmishes.
Zone 3
Dedicated to lovers of bushes and stones, who prefer to stand at the base for the whole battle. This the zone is focused on bush equipment (without armor) and with good accuracy. If the allies pushed through the direction in zone 2, then you are left without shooting damage. In the opposite case, one has to hold the line and roll into cover at the first light, because the artillery will already be brought there.
Zone 4
Another open piece of terrain that is ideal for medium tanks. UVN is decisive here, and a strong tower will save precious durability points more than once. In general, the gameplay here is almost complete similarity, as well as on Live Ox, and the site is great for "ololo rush" and "turbach".
Results
Each new map is like a breath of fresh air, but the system is not flawless and it happens that during the evening in 15-20 battles you can hit 2-3 maps several times and once on the rest.
So far, the Graf Zeppelin card has not caused enthusiasm among the players, because in essence it was blinded from the ones already in the game. At the same time, many are confused by the conditions for defending the base, this is a clear advantage for those who will defend themselves. What is the point then to storm and win directions, if at the exit of each of them you can get "in the face" a plop from PTs or arts.
Write in the comments what you think about this. So far, the map is in the super-test stage and the developers are open to the opinions of the players on the forum.
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It is necessary, it is necessary to update the old ones and introduce new ones, otherwise those cards that are currently in the game are somehow boring, you already know them by heart, where is the tank, where is the self-propelled guns, where the enemy will make a breakthrough and where the team will win merge
hooray i cant wait